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ue5-mixamo:third-person-template [2022/07/29 17:56] Staff |
ue5-mixamo:third-person-template [2025/12/10 13:09] (current) Staff |
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| This is caused by the IK foot placement system that relies on animation of the IK bones. These IK bones aren't present on Mixamo characters, thus there is no animation track for them in retargeted animations. This can be fixed with a simple change to the mannequin foot IK Control Rig to set the transform of the foot IK bones to match the corresponding foot bone. | This is caused by the IK foot placement system that relies on animation of the IK bones. These IK bones aren't present on Mixamo characters, thus there is no animation track for them in retargeted animations. This can be fixed with a simple change to the mannequin foot IK Control Rig to set the transform of the foot IK bones to match the corresponding foot bone. | ||
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| + | //**Note: As of UE 5.6 this should no longer an issue as the plugin now includes support for IK bone retargeting, | ||
| ==== Step-by-step ==== | ==== Step-by-step ==== | ||
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| See our [[https:// | See our [[https:// | ||
| - | 2. Create a duplicate of the Animtaion | + | 2. Create a duplicate of the third person Animation |
| In this example we'll replace the idle and running animations. | In this example we'll replace the idle and running animations. | ||
| The idle animation is a simple swap. | The idle animation is a simple swap. | ||
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| - | For the running animation | + | For the running animation, create a duplicate of the Blend Space asset and replace |
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| Note: The walk to run blending uses sync markers in the animation assets that indicate when each foot is on the ground. This is used to match up the timing of the animations to make them blend together correctly. | Note: The walk to run blending uses sync markers in the animation assets that indicate when each foot is on the ground. This is used to match up the timing of the animations to make them blend together correctly. | ||
| These markers can be added to you retargeted animations by right clicking in the timeline and selecting //Add Sync Marker> | These markers can be added to you retargeted animations by right clicking in the timeline and selecting //Add Sync Marker> | ||
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| 3. Create a duplicate of the foot IK Control Rig asset // | 3. Create a duplicate of the foot IK Control Rig asset // | ||
| - | + | Then open the Control Rig graph and add nodes to the beginning of the graph to set the foot IK bones transform to match the corresponding foot bone.\\ | |
| - | Then open the Control Rig graph and add nodes to the beginning of the graph to set the foot IK bones transform to match the corresponding foot bone. | + | **//Note: This step can be skipped in UE 5.6 or higher.//** |
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| - | 4. Open the AnimGraph in the Animation Blueprint and edit the settings of the Control Rig node to use the modified Control Rig asset. | + | 4. Open the AnimGraph in the Animation Blueprint and edit the settings of the Control Rig node to use the modified Control Rig asset.\\ |
| + | **//Note: This step can be skipped in UE 5.6 or higher.//** | ||
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| - | 6. Change the Default Pawn Class in the third person game mode // | + | 6. Change the Default Pawn Class in the third person game mode asset // |
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| - | Now open the map // | + | If you followed the steps correctly you should now have you Mixamo animations playing back correctly on the third person mannequin character. |
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| ===== Using Mixamo characters with the Third Person Template ===== | ===== Using Mixamo characters with the Third Person Template ===== | ||